| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354 | /** * Brightness and contrast adjustment * https://github.com/evanw/glfx.js * brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white) * contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast) */const BrightnessContrastShader = {	uniforms: {		'tDiffuse': { value: null },		'brightness': { value: 0 },		'contrast': { value: 0 }	},	vertexShader: /* glsl */`		varying vec2 vUv;		void main() {			vUv = uv;			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );		}`,	fragmentShader: /* glsl */`		uniform sampler2D tDiffuse;		uniform float brightness;		uniform float contrast;		varying vec2 vUv;		void main() {			gl_FragColor = texture2D( tDiffuse, vUv );			gl_FragColor.rgb += brightness;			if (contrast > 0.0) {				gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;			} else {				gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;			}		}`};export { BrightnessContrastShader };
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